BigTracer
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Lots of room for wits. Hallucinations, shift, unpredictable ability pick at second hive. All marines weapons at armory. A lot of place for variety from my point of view. -
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You mentioned 4 changes of my mod and tried to predict consequences. It has 17.
Major rework of economy and evolutions will make this mod another game. I want it to stay NS2. And I'm sure it fixes major issues it's way.… -
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This is NS2. A different game. We should stop looking in the past and trying to make ns2 into ns1 with better graphics.
You mentioned those issued - they got to be fixed. But that doesn't mean that system should be retu… -
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Dependence on the third would make game longer and less active wouldn't it? Marines get full power at two. Aliens can get additional boost at third.
In late game marines gain a huge mobility boost (phase/jets) and alien… -
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No, I'm not justifying current inbalance. But I think assymetry in building approaches should stay. If we force 2 gorges to be on the field for aliens to expand, it would just destroy aliens. Slower expansion, huge cooperation requ… -
Guys, but did you think, that if we get perfectly fair economy balance, wouldn't it get boring? Marines will just lose tension, if both teams can get an equal amount of RTs and wait for simultaneous tech explosions on both sides. I don't like it's c…
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Or we can fix it inside original alien/marine scheme. And that's what happened in mod.
You can buy batteries to prevent losing game with 1 powernode destroyed.
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Aliens get tons of other underused technology in return. Onos takes no skill to play and is way too strong is game ending in numbers more than 2. This solution impacts economy and balance issues.
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And, you need to remember, that marines now have cheaper tech tree and can attack more agressively, cause they have turrets to at least hold RT attacks of aliens.
Now aliens should fight to get that onos and do a smart cooperated attack … -
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You don't get the whole economic/strategic impact behind this decision. Btw, 2 dual exos w3 obliterate it before heating up.
There won't be onos trains. The scariest part of alien tech explosion is delayed. Alien comm s… -
It's just a miracle how a single good gorge can paralyze marines' expanding. Part of the issues comes from lack of cooperation/knowledge of effective playing. But the other part, like Onosplosion comes from balance issues. With mod we can have fixed…
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All right, guys. You, probably, already know what I bring. Mod has reached it's maturity and wants to be played. Most balance issues of NS2 are fixed with major support of the community.
Final changelog for now:
-Aliens-
1. R… -
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They are. But I have seen umbra in game only once. When economy model is as it is in ns2, you can't spend a single res. point out of most efficient way or you lose.
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What is bad about NS2 is only one viable strategy for both teams.
1. Rush PG, fend off skulks, save up, ARC+Exo train.
2. Harass, take down PG, Fade Explosion/Onos train.
Sentries, mines, flames, nades, xeno, umbra, vortex, h… -
All right, so latest feature list looks like this and I'm going to play it tomorrow. It's time to finally enjoy it and stop playing with code
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That's an option. Currently you can build a supply power battery for emergency skulkdown situations.Uh, this time I had some classic NS2 games. Aliens controlling 2/3 of the map by minute 5. All extractors are going down at the same time. Marines struggle to get Phase and shotguns. Then comes Fade explosion and it ends.
And an opposite…Patch 2.05
-Exos armor back to original.
-Crags heal slighlty more, but in general 35% slower. Regen, more crags and gorgies are still there, use them.
-Whack's catch range got 3 times reduced. Whips throw'em back at you, but not f…(Quote)
Most issues you mentioned are already fixed in my mod. Not all of them the way you propose, but they are corrected. I'm interested in your suggestions, but I can't agree with some of them.Too late, buddy
Basically, my concerns with upcoming official changes motivated me to start modding right away.
I'm pretty sure aliens don't need additional mobility from tunnels, neither marines need SkulkBuster for 75 res. Especially inside official e…(Quote) I don't see a reason for you to be affronted. Better tell me what bothers you the most about ns2.(Quote) Don't you peep at my to do list
But yoy didn't say anything about important feature - Onos King.
…(Quote) Community helps a lot and I have spare time. This amount would took at least a month otherwise. Thank you! I hope you enjoy it!
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And I'm glad you came along to leave a feedback. This is an efficient way of creating something decent in short time.(Quote)
These are no patchnotes, these are full lists of changes. Well, they mostly follow the same line, so it's okay for now.
I just had a great game on french public. Demonstrates ns2 in general. One of those games, where marines fight to win. At veil.
We have pushed the left flank till subsector, got PG there. And holded 4-5 points for some time. Aliens were …New page, new change list.
http://steamcommunity.com/sharedfiles/filedetails/?id=127813673
Phase 2: "Onos King"
Current version…(Quote)
When you make some wrong steps, it doesn't mean you're bad at walking. It's hard to keep all stuff in my head at this level, but as much as I keep working, it gets and will get better. Especially with feedback and support from comm…New stuff arrived, guys. Hail the Onos King.
http://steamcommunity.com/sharedfiles/filedetails/?id=127813673
Phase 2: "Onos King"